I think you have the start of a great project here, maybe a overview map or arrow telling you the direction of the next turn would be good. Like the soundtrack too!
Play game
Drifting Academy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun toPlay | #1 | 3.714 | 3.714 |
Overall | #1 | 3.571 | 3.571 |
Overall Grooviness | #2 | 3.714 | 3.714 |
Cool Concept | #3 | 3.429 | 3.429 |
Nifty Use of Assets | #3 | 3.429 | 3.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This looks really nice. I'd love to see it come to life with a bit more foliage, some cones, tire track trails, or even paint on the grass. The rumble strips on the apex are maked so clearly that it seems like you sould get a bit of grip going over them.
Really nice submission! Overall feels fun to play. The details with the UI is great!
Pretty solid mechanic, feels very responsive and fun! I see you have cool features upcoming as well, I wish you all the best with the development!
Lastly, just some--hopefully usefull--ideas;
in case you plan on adding lots of more maps, a little minimap, or an indicator that tells the upcoming turn direction could be cool;
right click to initiate breaks to make sharper turns could be a satisfying mechanic addition.
Great work!
Thank you for playing, for your kind wishes and for the feedback! A friend of mine also suggested adding a minimap, I kinda have an internal debate because it would be very useful but I also somehow like the skill it takes to react to the unknown and to become familiar with the circuit. The breaking feature sounds good! I will explore both ideas further to see what fits the best to the game :)
Stating my bias upfront: I have a speedrunner streak, nothing insane, but I do get a lot of satisfaction grinding my times down in certain games.
This game easily scratches that itch (and a lap difference each lap would be a very cool feature to help know if I am on pace).
I second the addition of a minimap or turn indicator. In a game like this, players like me will play the circuit over and over again until it is memorized anyways, so unless there is some sort of procedural circuit generation in the future (or something else), I am not sure what testing the player's ability to sight-read is adding other than a few run off the road moments on the player's first couple times with the map?
If you want to keep the skill to react to the unknown as a part of the game, you could also consider adding semi-random road-hazards or something?
Very fun regardless. The drifting feels very good, pretty forgiving with a good slide-to-overdrift ratio for me. And it is always very interesting to peak into the developers thought-process. <3
(Edited to try to fix the formatting by breaking each sentance into a new-line which kindof worked?)
Regarding the lap difference idea: yes!!! Adding things like that is part of the plan. Have you ever played time trial game mode in Mario Kart? I also plan to add the ghost replica of the player that paths the best attempt on the circuit. I'm always wondering what's the fastest way to take those sharp turns so ghost mode + time diff should make it easier to compare and improve!
Regarding the minimap: I think you are totally right, that was a good point. I'm not planning to add any randomness in circuits in the near future so I'll start exploring what kind of indications work best to help players know what's coming next.
By the way, the fastest run I'm aware of is:
- 25.76
- 26.12
- 26.05
- 25.90
- 25.99
Total time: 129.84
Tell me if you are faster so that I can put your name on #1 in my internal leaderboard! (oh, I'd love to implement an online leaderboard)
Thank you very much for playing and for your insights!
Leave a comment
Log in with itch.io to leave a comment.